# ppt

```Machine Learning
Lecture 1
Introduction
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Motivating Problems
• Handwritten Character Recognition
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Motivating Problems
• Fingerprint Recognition (e.g., border control)
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Motivating Problems
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Can Machines Learn to Solve These Problems?
Or, to be more precise
– Can we program machines to learn to do these tasks?
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Definition of Learning
• A computer program is said to learn from
experience E with respect to some class of tasks T
and performance measure P, if its performance at
tasks in T, as measured by P, improves with
experience E
(Mitchell, Machine Learning, McGraw-Hill, 1997)
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Definition of Learning
• What does this mean exactly?
– Handwriting recognition problem
• Task T: Recognizing hand written characters
• Performance measure P: percent of characters correctly classified
• Training experience E: a database of handwritten characters with
given classifications
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Design a Learning System
•
We shall use handwritten Character recognition as an example to
illustrate the design issues and approaches
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Design a Learning System
Step 0:
–
Lets treat the learning system as a black box
Learning System
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Design a Learning System
Step 1: Collect Training Examples (Experience).
–
Without examples, our system will not learn (so-called learning from
examples)
2
3
6
7
8
9
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Design a Learning System
Step 2: Representing Experience
–
Choose a representation scheme for the experience/examples
(1,1,0,1,1,1,1,1,1,1,0,0,0,0,1,1,1, 1,1,0, …., 1) 64-d Vector
(1,1,1,1,1,1,1,1,1,1,0,0,1,1,1,1,1, 1,1,0, …., 1) 64-d Vector
•
The sensor input represented by an n-d vector, called the feature vector, X = (x1,
x2, x3, …, xn)
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Design a Learning System
Step 2: Representing Experience
–
Choose a representation scheme for the experience/examples
•
The sensor input represented by an n-d vector, called the feature vector, X = (x1,
x2, x3, …, xn)
•
To represent the experience, we need to know what X is.
•
So we need a corresponding vector D, which will record our knowledge
•
The experience E is a pair of vectors E = (X, D)
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Design a Learning System
Step 2: Representing Experience
–
Choose a representation scheme for the experience/examples
•
–
The experience E is a pair of vectors E = (X, D)
So, what would D be like? There are many possibilities.
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Design a Learning System
Step 2: Representing Experience
–
So, what would D be like? There are many possibilities.
–
Assuming our system is to recognise 10 digits only, then D can be a 10-d
binary vector; each correspond to one of the digits
D = (d0, d1, d2, d3, d4, d5, d6, d7, d8, d9)
e.g,
if X is digit 5, then d5=1; all others =0
If X is digit 9, then d9=1; all others =0
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Design a Learning System
Step 2: Representing Experience
–
So, what would D be like? There are many possibilities.
–
Assuming our system is to recognise 10 digits only, then D can be a 10-d binary vector;
each correspond to one of the digits
D = (d0, d1, d2, d3, d4, d5, d6, d7, d8, d9)
X = (1,1,0,1,1,1,1,1,1,1,0,0,0,0,1,1,1, 1,1,0, …., 1); 64-d Vector
D= (0,0,0,0,0,1,0,0,0,0)
X= (1,1,1,1,1,1,1,1,1,1,0,0,1,1,1,1,1, 1,1,0, …., 1); 64-d Vector
D= (0,0,0,0,0,0,0,0,1,0)
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Design a Learning System
Step 3: Choose a Representation for the Black Box
–
We need to choose a function F to approximate the block box. For a given X, the value
of F will give the classification of X. There are considerable flexibilities in choosing F
X
Learning System
F
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F(X)
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Design a Learning System
Step 3: Choose a Representation for the Black Box
–
F will be a function of some adjustable parameters, or weights, W = (w1, w2, w3, …wN),
which the learning algorithm can modify or learn
X
Learning System
F(W,X)
F(W)
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Design a Learning System
–
We need a learning algorithm to adjust the weights such that the
experience/prior knowledge from the training data can be learned into the
system:
E=(X,D)
F(W,X) = D
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Design a Learning System
X
E=(X,D)
Learning System
F(W,X)
D
F(W)
Error = D-F(W,X)
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Design a Learning System
Step 5: Use/Test the System
–
Once learning is completed, all parameters are fixed. An unknown input
X is presented to the system, the system computes its answer according
to F(W,X)
X
Learning System
F(W,X)
F(W)
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Revision of Some Basic Maths
•
Vector and Matrix
–
–
–
–
–
–
•
Row vector/column vector/vector transposition
Vector length/norm
Inner/dot product
Matrix (vector) multiplication
Linear algebra
Euclidean space
Basic Calculus
–
–
–
Partial derivatives
Chain rule
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Revision of Some Basic Maths
• Inner/dot product
x = [x1, x1, …, xn ]T , y = [y1, y1, …, yn ]T
Inner/dot product of x and y, xTy
n
x y  x1 y 1  x 2 y 2    x n y n 
T
x
i
yi
i 1
• Matrix/Vector multiplication
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Revision of Some Basic Maths
• Vector space/Euclidean space
• A vector space V is a set that is closed under finite vector
• The basic example is n-dimensional Euclidean space, where
every element is represented by a list of n real numbers
• An n-dimensional real vector corresponds to a point in the
Euclidean space.
[1, 3] is a point in 2-dimensional space
[2, 4, 6] is point in 3-dimensional space
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Revision of Some Basic Maths
•
Vector space/Euclidean space
–
Euclidean space (Euclidean distance)
X Y 
–
 x1 
2
2
2
Dot/inner product and Euclidean distance
•
Let x and y are two normalized n vectors, ||x||= 1, ||y||=1, we can write
X Y
•
–
y1    x 2  y 2     x n  y n 
2
 X  Y 
T
X
Y  2  2X Y
T
Minimization of Euclidean distance between two vectors corresponds to
maximization of their inner product.
Euclidean distance/inner product as similarity measure
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Revision of Some Basic Maths
• Basic Calculus
y ( x )  f ( x1 , x 2 , ..., x n )
–
Multivariable function:
–
Partial derivative: gives the direction and speed of change of y, with
respect to xi
–
–
–
 f
f 
f  
, ......


x

x
n 
 1
dy
Chain rule: Let y = f (g(x)), u = g(x), then
dx
dz
Let z = f(x, y), x = g(t), y = h(t), then
G53MLE: Machine Learning:
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dt


dy du
du dx
 f dx
 x dt

 f dy
 y dt
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Feature Space
•
Representing real world objects using feature vectors
i
2
1
x1(i)
3
4
x2(i)
5
6
7
x1
X(i) =[x1(i), x2(i)]
10
9
Feature Vector
x1(i)
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12
13
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15
Feature Space
x2(i)
x2
8
16
Elliptical blobs (objects)
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Feature Space
 From Objects to Feature Vectors to Points in
the Feature Spaces
x1
2
1
X(15)
X(1) X(7)
X(16)
X(3) X(8)
X(25) X(12)
X(9) X(10)X(13)X(6)
X(4) X(11)
X(14)
3
4
5
6
7
10
9
11
12
13
14
15
8
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Elliptical blobs (objects)
x2
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Representing General Objects
 Feature vectors of
Faces
Cars
Fingerprints
Gestures
Emotions (a smiling face, a sad expression
etc)
• …
•
•
•
•
•
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• T. M. Mitchell, Machine Learning, McGraw-Hill
International Edition, 1997
Chapter 1
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Tutorial/Exercise Questions
1.
Describe informally in one paragraph of English, the task of learning to recognize
handwriting numerical digits.
2.
Describe the various steps involved in designing a learning system to perform the
task of question 1, give as much detail as possible the tasks that have to be
performed in each step.
3.
For the tasks of learning to recognize human faces and fingerprints respectively,
redo questions 1 and 2.
4.
In the lecture, we used a very long binary vector to represent the handwriting
digits, can you think of other representation methods?
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```